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Ulthwe Eldar vs Codex Marines

 Post subject: Ulthwe Eldar vs Codex Marines
PostPosted: Mon Jun 05, 2006 3:48 am 
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Battle Report; Ulthwe Eldar vs Codex Marines
Saturday, June 3rd, 2006
3000 points
Winner: Turn 3, Eldar 3 to 1 (BTS, Blitz, TnH to Blitz)

Experimental Rules in use
Ulthwe Eldar v2.3 army list
All v2 rules from the Vault except
Skimmers Pop-Up LOS (revised 2005-11-28)
Two Garrisons may be on Overwatch (revised 2006-03-09)
Warlord Titans have 60cm range in their TLDs and GB

Marine force
850 Warlord Titan (BTS goal)        
375 Terminators                    
    + Captain
325 Terminators                    
425 Devastators                    
    +  Hunter
    + 2 Support Drednoughts
425 Devastators                    
    +  Hunter
    + 2 Support Drednoughts
300 Tacticals w/ Rhinos            
300 Tacticals w/ Rhinos            
   
Eldar Force
 0 Avatar                          
50 Wraithgate                      
50 Seer Council                    
350 Guardian Host                  
    + 4 Wave Serpents              
325 Guardian Host                  
    + 3 Wraithlords
150 Guardian Host                  
175 Swooping Hawk Troupe            
    + Exarch
275 Howling Banshee Troupe          
    + Exarch
    + 2 Wave Serpents
250 1 Scorpion EoV Troupe          
250 Falcon Troupe                  
250 Falcon Troupe                  
    + 2 Firestorms
    - 2 Falcons
850 Warlock Titan

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 Post subject: Ulthwe Eldar vs Codex Marines
PostPosted: Mon Jun 05, 2006 3:56 am 
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Eldar Force Selection
I painted my Eldar army way back in SM/TL days, and I haven't really made the time to paint forces more optimized for the current army lists.  Also, I had made my own craftworld way back when, so while my three Guardian Hosts are painted differently, they use the same three colors and I don't want to stretch the "identifiably distinct" rule (for now).  While I will eventually paint up Dire Avengers, Striking Scorpions, Black Guardians, Windriders, and Eldar Aircraft (the last will require winning an eBay auction), I have none of those right now.  Basically, the army that I took is the army that I can take.  My basic plan before the game was to try for a refused flank, and to use my Falcons and Scorpion to deal with any titans that may show up.

Marine Force Selection
My Marine opponent is faced with similar limitations as I, with the added liability of not following these forums (or those at Specialist Games).  As such, he took a lot of forces that are considered sub-optimal or too expensive for a 3000 point game.  Worse still, I gave him a solid drubbing last time with two well-executed air assaults, so he is leery of airpower, and may be overcompensating.  Finally, he's never faced the Eldar under the current set of rules, and he didn't know what forces I own.

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 Post subject: Ulthwe Eldar vs Codex Marines
PostPosted: Mon Jun 05, 2006 4:03 am 
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Terrain and Deployment
A bunch of people that Rich knew showed up to play WFB just before we were ready to start.  Many of them are old SM/TL players, so we drafted one to set up terrain for us.  There was a bunch of ruins to my right, a bunch of buildings to my left, and some hills and forests scattered in the center.  He placed his blitz to his flank (on my right), and I placed mine centerish.  He then proceded to place the TnH objectives on my half near the centerline (never having been hit by forces boiling out of a Wraithgate); one in the ruins, and one in the open.  I also placed the TnH on his half in the ruins and the open.  I placed the Wraithgate in the ruins.  I was very pleased with the objectives placement, and expected to do well.

He garrisoned his two Devestator detachements, but forgot about placing them on overwatch.  When he thought of it later, and I let him choose to go on overwatch (I'd only moved two formations), he decided that he wouldn't have started on overwatch anyway.  Sadly, with his few activations, and two detachments in garrison, I was able to see where his Warlord Titan was going before I had to place my Falcons, Scorpion, and Warlock Titan.  Given the objective placement and the center deployment for the Warlord, I decided to place my Warlock on the far right flank, use it to support assaults by my Guardians and Aspect warriors, and try to let my tanks take care of (or at least distract) his Warlord.

The Marine deployment was Devestators on each of the TnH on his half, a Tactical detachment deployed inside their Rhinos hiding behind a hill in his center, the Warlord to my right of those Tacticals, and the second Tacticals far on the flank to my right (deployed in the open, but touching their Rhinos).  His two Terminator detachments were offboard, ready to teleport in.  My deployment was the Warlock on my right edge, the Banshees about a third of the way from the right edge (deployed in their Wave Serpents), the Storm Guardians with the Seer Council to my left of the 'Shees (in the open, touching their Serpents), the Falcon troupe with the Firestorms in my center, the Sorpion about a third of the way from my left edge (ready to take an Advance move to behind a hill), and the other Falcon troupe way on my left flank.  Both the Wraithlord and the Leg Guardian host were offboard to come through the Wraithgate, the Swooping Hawks would come in with a teleport, and of course the Avatar was ready to be summoned.

I was hoping that my opponent would either be intimidated by the Falcons on his flank and commit forces to deal with them (giving me time to shred his other flank), or that he would ignore them, allowing me to use Hit-and-Run and Pop-Up attacks to strip Void Shields from his Warlord.  I was going to commit all of my infantry, my Avatar, and my Warlock to crushing the Devestators and Tacticals on the right, securing the TnH and Blitz goals.

Please note, I didn't get the scale right in the diagrams, and I can't remember the exact layout of the city on the left or the ruins on the right, so the LOF and distances in these diagrams won't be accurate. Still, I captured the general locations of the terrain and the units.

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 Post subject: Ulthwe Eldar vs Codex Marines
PostPosted: Mon Jun 05, 2006 4:04 am 
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This is looking to be most interesting. :;):

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 Post subject: Ulthwe Eldar vs Codex Marines
PostPosted: Mon Jun 05, 2006 4:04 am 
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Turn 1, or "I can tell I'm not playing against Orks."
No teleports.
Marines win the initiative and make me go first.

My 'Shees Double up behind some ruins on the far right of the board. I keep them inside the Serpents, so I'm in range to Engage into CC with the RDev detachement; the RTacs are the only forces that can get LoS to them, and only if they Double, so I'm trusting the Serpents' 5+ RA saves to protect my 'Shees.  The RDev responds by going on Overwatch.  The Storm Guardian Host (SGard) Doubles up behind the left-most rear ruins, deploys 4 Guardians in the ruins and the Spirit Council and another 3 Guardians still in their Serpents behind the unloaded ones.  Part of the RDev detachment has LoS on the SGard, but only 1 Devestator stand, 1 Dred, and the Hunter.  Again, I trust in my Serpents' 5+ RA saves, and the front two sacrificial lambs to protect me if he takes the bait; he decides to hold off, because I still have the Wraithgate and Warlock to activate.  The SGuard Serpents lay a BM on the RDevs.

The LTacs Double out into the open, near the leftmost TnH on my side, which gives them a LoS through the rubble to my SGard.  Thanks to both my cover modifier, his Double modifier, and his 6+ AT stat, there are no hits.  After a bit of debating over the wisdom of ending in range of the LDevs, I Double my LFalc troupe, use Hit-and-Run to shoot at the LTacs (only placing a BM), and then ending outside 45 cm of the LDevs in the city on the left.  Again, I'm hoping he'll take the bait.  Instead he Doubles the LDevs into the same ruins that the SGard are hiding behind, and shoots at the RFlacs, killing one Falcon.  At this point, I really want to see what the Warlord will do, so I Advance the RFalcs into 30 cm of the LDevs, letting the Firestorms be surpressed, and manage to kill their Hunter and one Dred.  

Activating the RFalcs was a mistake, however, as the Warlord was now able to Double forward to get into 60cm range, and lay 6 hits (the Volcano cannon rolled a 1).  I managed to save the Firestorms, but they were broken, and retreated over behind the rightmost rear ruins. I Advanced the Scorpion, Pop-Up, move behind its hill and shoot at the LDevs instead of the Warlord; the Marine player hadn't expected that, but I wasn't going to waste MW shots on Void Shields.  Besides, I hit 3 Dev stands, which broke the detachment; it retreated back towards the Marine baseline.  The RTacs were the only unactivated Marines left, so off they went.  They Doubled up to the rightmost front ruins where they had a LoS on the broken RFalcs.  Their Double modifier meant that they diddn't score any hits, but the automatic BM took out one of the Firestorms anyway.

The Warlock retaliated by Doubling up near the Shees (setting up for a combined Engage the next turn).  The RDevs used their Overwatch shots, but the LoS crossed some of the ruins, giving my Titan a cover modifier; between that, the Holofield save, and the Reinforced Armor, the Warlock just took one BM.  It then unloaded in the RTacs (getting 5 stands and a Rhino under my Psy-Cannon's template).  I killed 2 Rhinos and 2 Tac stands.  It wasn't as crushing as I'd hoped, but not bad for a Double, and it ensured that they'd have BMs in the Turn 2 assault.  I finish the turn by Advancing the Wraithlord Guardians (WGard) out of the Wraithgate, stretching a little so that they have a stand within Commander range of the Warlock, and every other stand touching a Wraithlord.  The Wraithlords and Farseer were on the front line so they can reach the RDevs in CC, and I had 6 Guardian stands within 15 cm of the RDevs.  They fire AT shots, but all the RDev AVs were in cover, so I only lay a second BM (again, ensuring the detachment will have BMs in the next turn's assault.

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 Post subject: Ulthwe Eldar vs Codex Marines
PostPosted: Mon Jun 05, 2006 4:05 am 
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Turn 1 End Phase, or "That is a WHOLE lot of ones and twos!"
At this point, Lady Luck decided to hand the Marine player a major setback:  only the LTacs (who had 1 BM, and automatically passed) managed to rally.  True, the RDevs and RTacs were going to keep some of their BMs no matter what, but psychologically, it hurt.  Also, because the LDevs were still broken, the Marine player was down an activation; they withdrew behind the hill that the LTacs had originally deployed behind.  On the
Eldar side, the SGard shed their one BM, but the lone Firestorm failed to rally so it withdrew behind the forest in the right corner of my baseline.

I'm feeling really good with my position at this point.  I have the LFalcs in Advance range of the Warlord (to drop Void Shields), the Scorpion is in 60cm of the Warlord (take an Advance action to Pop-Up lay 2+ MW Pulse on the Warlord, and disappear back behind the hill), I can Double the SGard up to support range of an assault on the RTacs, I can then retain and declare a combined assault on the RDevs from the Warlock with the Shees and WGard (and then Hit-and-Run them into support on the RTacs) and finish up with a second retain by the Avatar and engage the RTacs and a boatload of support.  Between the Shees' First Strike and the Wraithlords' 4+ RA, I may not take any casualties from the RDevs, and as long as the Avatar can survive the RTacs hits (and thus prevent a stalled attack), I'll have cleared out his flank with little to no casualties, and be far enough from the Warlord to avoid retaliations.

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 Post subject: Ulthwe Eldar vs Codex Marines
PostPosted: Mon Jun 05, 2006 4:09 am 
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Turn 2, or "This is when the casualties REALLY mount up!"
I summon the Avatar 15 cm from the WGard's Farseer, in support range of both the RDevs and RTacs.  The Captain's Terminator detachment Teleports next to the Scorpion (which surprised me... how're you going trap a Skimmer?) and receive a BM.  I teleport the Hawks in behind the RDevs (the Exarch and another Hawk stand were in cover, the other two were stretched out to help pen them in), and avoid getting any BMs; I wasn't in their ZoCs, but they were in mine.  Gotta love a t-porting Scout formation for 150 points :-).  I'd thought that the Hawks were overkill, but then the second Termie detachment t-ported into the ruins between the Wraithgate and WGard host, putting a line of ZoCs across the SGard's path.  Now that was unexpected!  At least they picked up a BM too.
Marines win initiative (DARN!) and go first.

Forgetting that I placed the Hawks with the RDevs in their ZoCs exactly to prevent them from doing it, we resolved a Sustain action of the RDevs shooting the WGard out of the way before I realized that it was an illegal action.  We put the WGard back, and the CTerms assault the Scorpion instead.  I was unable to make my 5+RA save on two hits, even thought the Termies made theirs; we each rolled 6's, but his +3 for my hits and outnumber beat my +2 for no BMs, and the Scorpion took its last DC.  In a bit of humor, the last DC was a critical, and the Scorpion's grav drive imploded with the entire CTerm detachment in range; none of the Termies were sucked in, however, much to the Captain's relief.  The Marines then retained with the other Termie detachment and Engaged the WGard host; he made sure that all Termie stands were each involved with two Guardian stands (at least, I think four attackers can double-up on six defenders, if two of the defenders each get two attackers... maybe we did that wrong:).  That meant that the Farseer and Wraithlords were unable to counter-charge into CC.  The termies killed all 6 Guardians, saved all return hits, and one Wraithlord failed to save its hit from the RDev support shots, reducing the WGards to 4 units.  To add insult to injury, Rich rolled another 6 to my 3; the WGards were completely eliminated, like the Scorpions, with nothing to show for it.  The Termies were even able to consolidate back into cover near the Wraithgate.

I figured that I still had enough forces to take care of the three Marine detachments, but only if I got the order right, and managed to avoid rolling a 1 when activating.  I started with an Engage action for the Shees on the RTacs with the Avatar as support.  Like the last battle against Rich, my single-minded focus on getting my forces into CC made me overlook that I was moving into support range of the RDevs.  Add to that, the Shee Exarch stand took a hit and didn't save it.  All told three Shee stands fell, but two Tac squads and a Rhino died in the assault, giving me +1 for outnumber to go with my +2 for RTac BMs; the resolution rolls were 5+6 to 4+3, so the RTacs were eliminated.  The broken Shees use Hit-and-Run to consolidate onto the Marine Blitz.  I then retained the Warlock (its 1+ initiative with Farseer made it pass automatically) to Advance into support range of the RDevs and unloaded onto the Termies near the Wraithgate, gaining crossfire with the SGard, killing two and breaking the formation.  They withdrew to the ruins that the Firestorms tried to shelter behind.  I then and retained again (didn't roll a one) to have the Avatar Engage the RDevs with the Warlock and Hawks in support; I barged into CC with the Hunter and a Dev stand, and entered their ruins (didn't roll a one).  The Avatar took out two Devs and the Hunter, leaving two stands and both Dreds, and saved all but one hit in return.  Every single support shot from the Hawks hit, as well as one TK hit and 4 normal hits from the Warlock, leading to multiple hits on each; one Dev stand managed to survive to the resolution roll by making three saves, but I was up 9, assuring that he didn't survive it (the final rolls were 5+10 versus 6+1, if you were curious).  I had managed to get the order of activations correct, but my lack of focus (and some good RDev shooting, and my inability to roll an 4+ save:) meant that the Shees were crippled and broken.

Also, my plan to move the SGard away from the Warlord wasn't possible, and he tried to make me pay for keeping stands (including my SC) in transports.  The Warlord Doubled into LoS of all of the SGard and unloaded.  The GB was used in AP mode, and the TLDs were in AT mode; he hit with 2 AP, 1 TK, and 4 AT shots.  Because of the experimental hit allocation rules, however I was able to put the TK on a Guardian stand instead of a Serpent, and between the infantrys' 4+ cover save and 5+RA Serpents, I saved everything else.  Then the LTacs retained and Doubled up next to the Warlord and laid another BM on the SGard.

The rest of the activations were mine, but with my big assaults over, the Warlock out of support range, three BMs on my SGard, and unprepped, undamaged Warlord and Tactical detachment in mutual support range of each other, I didn't feel like taking any chances.  Instead I hunted cripples.  I Doubled the LFalcs, Popped-Up, and moved onto the hill that the LDevs were hiding behind, thus making my attackers closer to the the terrain than the targets; I only fired AT shots and allowed the Dev stand (who would get cover modifier because it was touching the Dred) to die do to BMs.  I then had the Leg Guardians Double out of the Wraithgate into support range of the broken Termies (the Heavy Weapon Platform failed to roll the 7 needed to hit, so they laughed off the 1 BM).  I had the Hawks Engage the broken Termies; I killed one of the Termies (the first non-TK save missed by a Termie), and none of the Hawks took an unsaved hit, so I was +6 in the resolution phase, and the last Termie died due to losing the assault while broken.  I had the Hawks use Hit-and-Run and Scout to consolodate in a line with one Hawk in 15 cm of the Marine's rightmost TnH and another Hawk and the Exarch Hawk in support range of the Warlord and LTacs.  Finally, I Marshalled my SGard in an arc also in support range of the Warlord and LTacs; I shed all my BMs, and my Warlock was safe from any assault, but I was intermingled with the Hawks.

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 Post subject: Ulthwe Eldar vs Codex Marines
PostPosted: Mon Jun 05, 2006 4:12 am 
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Turn 2 End Phase
The Marines had no BMs, and I managed to rally my Shees (they were left with one BM) and my lone Firestorm (it had none).  The Avatar returned to the Webway, confident in a job well done.

Turn 3, or "The name, 'Warlord' is well deserved."
No teleports left.
Marines win the intiative and go first.

With three activations to my seven, and no way of keeping me from getting Blitz and TnH, the Marine player did his level best to force another turn.  He Engaged the Warlord to assault the co-mingled SGard and Hawks, with support from the Tacs.  Lots of the SGard host's Guardians were the closest units and in 4+ cover, so only 1 Hawk, 1 Serpent and 2 Guardians were killed from hits.  In return I stripped off all 6 Void Shields and caused a single hit (which the Warlord saved).  I outnumbered him, and had the Exarch, and no one had BMs, but he rolled better; the Warlord won 6+4 vs 4+2, hacking down the Hawk's Exarch and 3 Guardians.  The SGard (including the Seer Council:) withdrew to the Marine's rightmost TnH, and the two remaining Hawks entered the ruins behind it (where they'd teleported to in Turn 2).  The Warlord consolidagted into the ruins (didn't roll a one) to claim the Eldar's Wraithgate and gain some cover from the Warlord.

The Marine player worried about getting any further use out of the LTacs, so he tried to retain the initiative... and rolled a one.  The LTacs took a Move as their Hold action, and stretched to claim the Eldar's leftmost TnH objective.  I had the Leg Guardians Advance on the Warlord and contest the Wraithgate; it saved the AT shot, and got its first BM of the game.  The Captain then Doubled his Terminators over to the Eldar Blitz objective.  All the rest of the turn's activations were mine.

First, I Doubled the Shees and stretched them to claim both the Marine Blitz and rightmost TnH.  Then, I had the LFalcs Advance on the Warlord, and stretched them to contest the leftmost Eldar objective; I rolled really well, causing 11 hits.  All were saved.  The Warlord now had 2 BMs.  Victory was assured, however, so I figure'd I may as well try for a 3-1 victory by Sustaining the Warlock into the Warlord.  I hit with all Pulsar shots, but I only managed one 3+ hit from the Psycannon (and rolled 2 for the hit's damage); one of the hits caused a critical.  The Warlord now had 3 DC left and was broken.  I Advanced the Firestorm into LoS of the Warlord and let loose, causing one hit that was not saved (the first non-TK save missed by the Warlord), leaving it with 2 DC.  Maybe I should have Marched the Firestorm to contest the Eldar Blitz and taken a 2-0 win.  Boy, that Warlord soaked up a massive amount of firepower.

Turn 3 End Phase, or "BOOM!"
The Marine player rolled a 1 for the Warlord, and the damaged Plasma Reactor exploded, giving me Break Their Spirit to go with Blitz and Take-and-Hold.  The Marines had the Captain's Termies sitting on my Blitz, so the end result was 3-1 for the Eldar.

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 Post subject: Ulthwe Eldar vs Codex Marines
PostPosted: Mon Jun 05, 2006 4:19 am 
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Battle Analysis, or "The Recriminations Phase"
This is the part of my program where I look at what I did right, what I did wrong, and what I can do to improve my game.  First, let's look at what I did right.  

Cheers
I think that I used my Warlock to good effect.  On Turn 1, it absorbed the RDevs Overwatch fire without harm and damaged the RTacs (setting it up for the Shee assault on Turn 2).  On Turn 2, it killed two Termies and broke them and placed itself in support range of the RDevs.  On Turn 3, it delivered 5 DC of damage on the Warlord and caused the critical that destroyed it.  It also placed psychological pressure on my opponent with its presence.

The Swooping Hawks outperformed my expectations.  They prevented the RDevs from Sustaining into the WGard, forcing the Termies to activate to clear them.  They added their firepower to the assault on the RDevs (five hits!!!).  Then they assaulted the broken Termies and eliminated them.  Not bad for a 175 point unit!

The Avatar did good work as well.  It added supporting fire to the Shees assault on the RTacs, drove itself deep into the RDevs, and absorbed their entire counterstrike and only took a single hit.  I guess I should expect nothing else out of the Bloody Handed God.

Overall, I think I showed that I've learned the lesson of preparing my target for an assault, and giving good support.  I also used Hit-and-Run to shift my winners to support the next assault in the line.  I did a good job at selecting the order in which formations were activated to ensure that I was able to successfully retain the initiative.

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 Post subject: Ulthwe Eldar vs Codex Marines
PostPosted: Mon Jun 05, 2006 5:22 am 
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Jeers
Whew!  There's a lot of them.  Some may say that I should be happy with a 3-1 victory, but someday I want to be able to slug it out with the big boys, and I'm just minor-league material right now.

Let's start with the score.  If I had Doubled or Marched my lone surviving Firestorm, I could have contested the Eldar Blitz objective.  There was almost no chance that the Firestorm would inflict 3 points of damage on the Warlord, and precious little that it would do 2 (which would have boosted my chances of getting BTS from the reactor critical from 16% to 50%).  Given that, I should have gone for the sure thing, and played for a 2-0 victory.  The fact that the reactor blew and gave me BTS was an added bonus, and I could have had a 3-0 victory.  In a points based tourney, margins like that matter a lot.

Next, while I'm happy with the fact that the LDevs were broken on Turn 1, and eliminated on Turn 2 (thus preventing them from conducting an inconvenient Turn 3 March to contest the Marine Blitz), my 750 points of tanks did precious little than eliminate 425 points of upgraded Devestators and absorb firepower.  OK, I'd rather have 375 points of upgraded Termies take out a 250 point Scorpion way out on my left flank then blunting my hammer blow on my right, but I didn't protect my tanks like I should have, and they never shot at the Warlord like they were supposed to.

Speaking of units not used to their utmost, I fielded 775 points of Guardian Hosts that layed a grand total of 3 Blast Markers, knocked down 6 Void Shields, and soaked up enemy firepower.  OK, so it was really neat to see a Warlord unload on the Storm Guardians, and only bag one Guardian stand (with the Volcano cannon, no less).  There is also value in absorbing firepower that would otherwise be going at higher-valued targets (like the Warlock or Aspect Warriors).  Still, the fact remains that the Wraithlord Guardians and the Storm Guardians faced more threats than they should for one reason: I didn't account for my opponent's moves at all.

I've always had problems playing chess.  I don't see "fields of threat", I can't think ahead by more than one or two of my own moves, and I am nearly blind to the possible actions of my opponents.  I placed the Storm Guardians in a position where they'd be pretty safe for Turn 1, but I failed to account for the truth that they wouldn't be moved for more than half of Turn 2.  Leaving your Supreme Commander in his transport for that long doesn't seem like a wise move.  Only the Serpent's 5+RA saved me from losing that SC reroll.  As for the Wraithlord Guardians, at the end of Turn 1 I knew exactly where the Hawks and Avatar were going, and I was planning a grand combined assault with the Warlock titan and Banshees with the Avatar and Hawks in support before using Hit-and-Run to shift the Warlock and Shees over to support an assault on the RTacs (possibly supported by the SGards).  It never even occured to me that my opponent may decide to teleport his Terminators into the middle of my perfect little fight.  My Turn 2 assaults would have gone a whole lot differently if the second Terminator detachment joined in the fray.  They could have kept the Warlock out of the fight by blocking its line of advance. Worse yet, the Termies could have been placed to combine assault the Warlock with support from the Devestators (who could have Doubled their way out from between the Hawks and WGard) or the RTacs (because BMs on supporting formations don't affect the assault).

One last jeer: I let myself get fatigued, cocky, and conservative after I'd won my assaults on the RTacs and RDevs.  I didn't even think of leaving the broken Termies alone, manuvering in the Storm Guardians, Hawks, and Falcons for support (while also prepping the target with some BMs and maybe knocking down a Void Shield or two), and engaging the intermingled Warlord and LTacs with the Leg Guardians.  Again, I'm glad that I finished off the broken Termies (goodness, how I hate those guys!), but it was pretty unlikely that they'd be in a position to contest the rightmost Marine TnH objective (there was a Warlock titan in the way).  Even if the Falcons were too far away (which was a possiblity), between the two Guardian hosts and the Hawks I should have been able to place 10 or 11 hits on average (one or two of them MW from the Seer Council).  I could have had all my closest units be Guardians in the ruins, and thus had 4+ cover saves.  Yeah, the Marines would have saved a lot and would give back 8 or 9 hits, but I would too, and I would've gotten +2 from the BMs and +1 or +2 for outnumber.  It could have worked, and it probably couldn't have been any worse than the Warlord's assault in Turn 3.

If I had maintained focus for the entire game, and been a little audacious, I may have been able to enter Turn 3 with only the Captain's Termies and remnants of the other Termies, LDevs, LTacs, and Warlord.  I may have been able to pull out They Shall Not Pass and Defend the Flag.  Then again, it is only a game, and I'd rather stay friends with Rich and keep playing, rather than tear out his throat and never get play again.

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 Post subject: Ulthwe Eldar vs Codex Marines
PostPosted: Tue Jun 06, 2006 3:27 am 
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Quote (Suvarov454 @ 05 June 2006 (03:48))
Battle Report; Ulthwe Eldar vs Codex Marines
Saturday, June 3rd, 2006
3000 points
Winner: Turn 3, Eldar 3 to 1 (BTS, Blitz, TnH to Blitz)

If I could just make one suggestion to you Suvarov454, it would be to leave the "End of Game/Victory Conditions" information until the *end* of the battle report... helps with the excitement and anticipation...  :D

Other than that, great reporting and thanks for posting this!

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 Post subject: Ulthwe Eldar vs Codex Marines
PostPosted: Wed Jun 07, 2006 3:00 am 
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Quote (Chroma @ 06 June 2006 (03:27))
Quote (Suvarov454 @ 05 June 2006 (03:48))
Battle Report; Ulthwe Eldar vs Codex Marines
Saturday, June 3rd, 2006
3000 points
Winner: Turn 3, Eldar 3 to 1 (BTS, Blitz, TnH to Blitz)

If I could just make one suggestion to you Suvarov454, it would be to leave the "End of Game/Victory Conditions" information until the *end* of the battle report... helps with the excitement and anticipation... ?:D

Other than that, great reporting and thanks for posting this!

Well, if that's typical for these forums, I'll do that. ?It's just that I can't seem to write a short batrep and I thought that some people may only be interested in what forces fought, with what rules, and what the outcome was.

P.S. did you notice any rules that we missed? ?My opponent already noticed that we forgot that Terminators have Thick Rear Armor, but our oversight had no affect on the game (the shooting deaths were from TK weapons, and we learned last game that crossfire doesn't apply to assaults).

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